Heshai
Heshai
Sheet
AC 13 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
12 featuresBonus action
- Innate SorceryLevel 1
As a Bonus Action, Heshai can unleash innate magic for 1 minute. While active, he has Advantage on attack rolls of Sorcerer spells and the save DC of his Sorcerer spells increases by 1. He can use this feature twice per Long Rest.
- Draconic CryKoboldAs a Bonus Action, you let out a cry that gives your allies Advantage on attack rolls against enemies within 10 feet of you until the start of your next turn. You can use this a number of times equal to your Proficiency Bonus, and regain all uses on a Long Rest.
Always on
- SpellcastingLevel 1
Cantrips: Heshai knows sorcerer cantrips and the additional cantrip granted by Kobold Legacy: Draconic Sorcery. Spellcasting Ability: Charisma. He can cast his prepared sorcerer spells using spell slots and can use an arcane focus.
- Font of MagicLevel 2
Heshai has 3 Sorcery Points. He can expend them for Metamagic options and regain all expended points on a Long Rest. He can also convert spell slots into Sorcery Points or Sorcery Points into spell slots as allowed by the Sorcerer rules.
- MetamagicLevel 2
Heshai learns two Metamagic options: Careful Spell and Subtle Spell. He can apply these options by spending Sorcery Points, following their rules.
- Draconic SorceryLevel 3
Draconic Resilience: Heshai's hit point maximum increases by 3, and while he is not wearing armor, his AC equals 10 + his Dexterity modifier + his Charisma modifier. Draconic Ancestor: he chooses a dragon ancestry that determines a damage type and grants its associated language. He has selected copper ancestry, associated with acid damage and Draconic.
- Creature TypeKoboldHumanoid.
- SizeKoboldSmall.
- SpeedKobold30 feet.
- DarkvisionKoboldYou have Darkvision with a range of 60 feet.
- Kobold Legacy, Draconic SorceryKoboldYou know one Sorcerer cantrip of your choice. Charisma is its spellcasting ability.
- Origin Feat: Magic Initiate (Cleric)Acolyte
Magic Initiate (Cleric): Heshai learned two cleric cantrips and one level 1 cleric spell. He can cast the level 1 spell once without a spell slot per Long Rest, and can also cast it using spell slots. Wisdom is his spellcasting ability for these spells.
Spells
12 spellsSpellcasting. Heshai casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level (4 slots): , , , ,
2nd level (2 slots): no spells
Gear
9 itemsWeapons
- 2×DaggerSimple melee weapons, suitable for a small traveler.
Tools
- Calligrapher's suppliesAcolyte's calligrapher's supplies for copying prayers and diagrams.
Gear
- Arcane focus, crystalA polished crystal used as an arcane focus.
- Explorer's PackA pack containing travel necessities.
- VestmentsTemple clothing worn for rites and service.
- Prayer bookA collection of prayers and religious instruction.
- 5×Incense sticksIncense used during temple rites.
- Holy symbolA small holy symbol of Mystra.
Purse
- 8×Gold piecesStarting coin kept for small expenses.
Appearance
Heshai is a small, copper-scaled kobold with a narrow muzzle, swept-back horns, and bright amber eyes that keep darting to reflections, windows, and any glint of magic in the room. His nimble hands are stained with ink and often held slightly apart, as if he is feeling the shape of invisible sparks. He wears practical temple robes shortened for his stature, with a polished crystal focus pinned at his collar.
Mannerisms
He angles his head toward whoever is speaking, but his eyes keep tracking the brightest surfaces and exits. When thinking, he rubs thumb and forefinger together as if testing the grain of a spell.
Personality
Warmly inquisitive and irreverent, Heshai treats small wonders as worthy of the same attention as grand miracles. He is generous with encouragement, impatient with ritual performed without understanding, and easily delighted by a perfectly timed flash of light.
Ideals
Discovery. Mystra's mysteries are not made less sacred by being questioned. Every curious mind deserves the chance to learn, and wonder should be shared rather than hoarded.
Bonds
The temple of Mystra that sheltered him is home, even when its rules feel too narrow. He keeps the old curtain he was found in, mended and folded inside his pack, and hopes to discover who left him without deciding that the answer defines him.
Flaws
He is too easily lured by glittering or unfamiliar magic, even when patience and caution would serve him better. When a spell goes wrong, he is quick to blame the circumstances and slow to admit he misunderstood them.
Quirks
Background
Someone left Heshai at the gates of Silverymoon wrapped in a temple curtain, with no message and no clue to his family. A monk of Mystra found him before dawn and carried him into the temple, where the kobold grew up among quiet prayers, star charts, and the careful tending of sacred lamps. He learned the forms and duties of an acolyte, but the moment he saw a novice make a mote of light hover over a page, he wanted to know how the light was made.
- Background
- Acolyte
Connections
Species
Kobold
Media
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